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<title>PasVulkan: vulkan: record TVkPhysicalDeviceFeatures</title>
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<a name="TVkPhysicalDeviceFeatures"></a><h1 class="cio">record TVkPhysicalDeviceFeatures</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="vulkan.html">vulkan</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TVkPhysicalDeviceFeatures = record</code></p>
<h2 class="description">Description</h2>
&nbsp;<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#robustBufferAccess">robustBufferAccess</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#fullDrawIndexUint32">fullDrawIndexUint32</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#imageCubeArray">imageCubeArray</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#independentBlend">independentBlend</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#geometryShader">geometryShader</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#tessellationShader">tessellationShader</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sampleRateShading">sampleRateShading</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#dualSrcBlend">dualSrcBlend</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#logicOp">logicOp</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#multiDrawIndirect">multiDrawIndirect</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#drawIndirectFirstInstance">drawIndirectFirstInstance</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#depthClamp">depthClamp</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#depthBiasClamp">depthBiasClamp</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#fillModeNonSolid">fillModeNonSolid</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#depthBounds">depthBounds</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#wideLines">wideLines</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#largePoints">largePoints</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#alphaToOne">alphaToOne</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#multiViewport">multiViewport</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#samplerAnisotropy">samplerAnisotropy</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#textureCompressionETC2">textureCompressionETC2</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#textureCompressionASTC_LDR">textureCompressionASTC_LDR</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#textureCompressionBC">textureCompressionBC</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#occlusionQueryPrecise">occlusionQueryPrecise</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#pipelineStatisticsQuery">pipelineStatisticsQuery</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#vertexPipelineStoresAndAtomics">vertexPipelineStoresAndAtomics</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#fragmentStoresAndAtomics">fragmentStoresAndAtomics</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderTessellationAndGeometryPointSize">shaderTessellationAndGeometryPointSize</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderImageGatherExtended">shaderImageGatherExtended</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageImageExtendedFormats">shaderStorageImageExtendedFormats</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageImageMultisample">shaderStorageImageMultisample</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageImageReadWithoutFormat">shaderStorageImageReadWithoutFormat</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageImageWriteWithoutFormat">shaderStorageImageWriteWithoutFormat</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderUniformBufferArrayDynamicIndexing">shaderUniformBufferArrayDynamicIndexing</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderSampledImageArrayDynamicIndexing">shaderSampledImageArrayDynamicIndexing</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageBufferArrayDynamicIndexing">shaderStorageBufferArrayDynamicIndexing</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderStorageImageArrayDynamicIndexing">shaderStorageImageArrayDynamicIndexing</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderClipDistance">shaderClipDistance</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderCullDistance">shaderCullDistance</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderFloat64">shaderFloat64</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderInt64">shaderInt64</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderInt16">shaderInt16</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderResourceResidency">shaderResourceResidency</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#shaderResourceMinLod">shaderResourceMinLod</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseBinding">sparseBinding</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidencyBuffer">sparseResidencyBuffer</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidencyImage2D">sparseResidencyImage2D</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidencyImage3D">sparseResidencyImage3D</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidency2Samples">sparseResidency2Samples</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidency4Samples">sparseResidency4Samples</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidency8Samples">sparseResidency8Samples</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidency16Samples">sparseResidency16Samples</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#sparseResidencyAliased">sparseResidencyAliased</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#variableMultisampleRate">variableMultisampleRate</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="vulkan.TVkPhysicalDeviceFeatures.html#inheritedQueries">inheritedQueries</a></b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="robustBufferAccess"></a><code><b>robustBufferAccess</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
out of bounds buffer accesses are well defined</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="fullDrawIndexUint32"></a><code><b>fullDrawIndexUint32</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
full 32-bit range of indices for indexed draw calls</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="imageCubeArray"></a><code><b>imageCubeArray</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
image views which are arrays of cube maps</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="independentBlend"></a><code><b>independentBlend</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
blending operations are controlled per-attachment</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="geometryShader"></a><code><b>geometryShader</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
geometry stage</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="tessellationShader"></a><code><b>tessellationShader</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
tessellation control and evaluation stage</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sampleRateShading"></a><code><b>sampleRateShading</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
per-sample shading and interpolation</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="dualSrcBlend"></a><code><b>dualSrcBlend</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
blend operations which take two sources</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="logicOp"></a><code><b>logicOp</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
logic operations</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="multiDrawIndirect"></a><code><b>multiDrawIndirect</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
multi draw indirect</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="drawIndirectFirstInstance"></a><code><b>drawIndirectFirstInstance</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
indirect draws can use non-zero firstInstance</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="depthClamp"></a><code><b>depthClamp</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
depth clamping</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="depthBiasClamp"></a><code><b>depthBiasClamp</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
depth bias clamping</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="fillModeNonSolid"></a><code><b>fillModeNonSolid</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
point and wireframe fill modes</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="depthBounds"></a><code><b>depthBounds</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
depth bounds test</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="wideLines"></a><code><b>wideLines</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
lines with width greater than 1</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="largePoints"></a><code><b>largePoints</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
points with size greater than 1</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="alphaToOne"></a><code><b>alphaToOne</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
the fragment alpha component can be forced to maximum representable alpha value</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="multiViewport"></a><code><b>multiViewport</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
viewport arrays</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="samplerAnisotropy"></a><code><b>samplerAnisotropy</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
anisotropic sampler filtering</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="textureCompressionETC2"></a><code><b>textureCompressionETC2</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
ETC texture compression formats</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="textureCompressionASTC_LDR"></a><code><b>textureCompressionASTC_LDR</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
ASTC LDR texture compression formats</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="textureCompressionBC"></a><code><b>textureCompressionBC</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
BC1-7 texture compressed formats</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="occlusionQueryPrecise"></a><code><b>occlusionQueryPrecise</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
precise occlusion queries returning actual sample counts</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="pipelineStatisticsQuery"></a><code><b>pipelineStatisticsQuery</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
pipeline statistics query</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="vertexPipelineStoresAndAtomics"></a><code><b>vertexPipelineStoresAndAtomics</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
stores and atomic ops on storage buffers and images are supported in vertex, tessellation, and geometry stages</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="fragmentStoresAndAtomics"></a><code><b>fragmentStoresAndAtomics</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
stores and atomic ops on storage buffers and images are supported in the fragment stage</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderTessellationAndGeometryPointSize"></a><code><b>shaderTessellationAndGeometryPointSize</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
tessellation and geometry stages can export point size</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderImageGatherExtended"></a><code><b>shaderImageGatherExtended</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
image gather with run-time values and independent offsets</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageImageExtendedFormats"></a><code><b>shaderStorageImageExtendedFormats</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
the extended set of formats can be used for storage images</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageImageMultisample"></a><code><b>shaderStorageImageMultisample</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
multisample images can be used for storage images</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageImageReadWithoutFormat"></a><code><b>shaderStorageImageReadWithoutFormat</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
read from storage image does not require format qualifier</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageImageWriteWithoutFormat"></a><code><b>shaderStorageImageWriteWithoutFormat</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
write to storage image does not require format qualifier</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderUniformBufferArrayDynamicIndexing"></a><code><b>shaderUniformBufferArrayDynamicIndexing</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
arrays of uniform buffers can be accessed with dynamically uniform indices</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderSampledImageArrayDynamicIndexing"></a><code><b>shaderSampledImageArrayDynamicIndexing</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
arrays of sampled images can be accessed with dynamically uniform indices</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageBufferArrayDynamicIndexing"></a><code><b>shaderStorageBufferArrayDynamicIndexing</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
arrays of storage buffers can be accessed with dynamically uniform indices</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderStorageImageArrayDynamicIndexing"></a><code><b>shaderStorageImageArrayDynamicIndexing</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
arrays of storage images can be accessed with dynamically uniform indices</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderClipDistance"></a><code><b>shaderClipDistance</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
clip distance in shaders</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderCullDistance"></a><code><b>shaderCullDistance</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
cull distance in shaders</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderFloat64"></a><code><b>shaderFloat64</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
64-bit floats (doubles) in shaders</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderInt64"></a><code><b>shaderInt64</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
64-bit integers in shaders</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderInt16"></a><code><b>shaderInt16</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
16-bit integers in shaders</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderResourceResidency"></a><code><b>shaderResourceResidency</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
shader can use texture operations that return resource residency information (requires sparseNonResident support)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="shaderResourceMinLod"></a><code><b>shaderResourceMinLod</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
shader can use texture operations that specify minimum resource level of detail</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseBinding"></a><code><b>sparseBinding</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: Resource memory can be managed at opaque page level rather than object level</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidencyBuffer"></a><code><b>sparseResidencyBuffer</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident buffers</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidencyImage2D"></a><code><b>sparseResidencyImage2D</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident 2D (non-MSAA non-depth/stencil) images</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidencyImage3D"></a><code><b>sparseResidencyImage3D</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident 3D images</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidency2Samples"></a><code><b>sparseResidency2Samples</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident MSAA 2D images with 2 samples</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidency4Samples"></a><code><b>sparseResidency4Samples</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident MSAA 2D images with 4 samples</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidency8Samples"></a><code><b>sparseResidency8Samples</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident MSAA 2D images with 8 samples</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidency16Samples"></a><code><b>sparseResidency16Samples</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can access partially resident MSAA 2D images with 16 samples</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="sparseResidencyAliased"></a><code><b>sparseResidencyAliased</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Sparse resources support: GPU can correctly access data aliased into multiple locations (opt-in)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="variableMultisampleRate"></a><code><b>variableMultisampleRate</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
multisample rate must be the same for all pipelines in a subpass</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="inheritedQueries"></a><code><b>inheritedQueries</b>:<a  href="vulkan.html#TVkBool32">TVkBool32</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Queries may be inherited from primary to secondary command buffers</p>
</td></tr>
</table>
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